UtsabKDas
I’m a game and real-time systems software engineer with 7+ years shipping AAA titles across Unreal Engine, Unity, and proprietary C++ engine projects on PC, Nintendo Switch, and mobile.
About
I’m a game and real-time systems software engineer with 7+ years shipping AAA titles across Unreal Engine, Unity, and proprietary C++ engine projects on PC, Nintendo Switch, and mobile. I’ve worked from core gameplay and tooling to performance optimization—building systems, fixing stability issues, improving memory and loading behavior, and partnering closely with designers, artists, and production teams to deliver shippable features.
I’ve also led engineering efforts and mentored others, serving as a technical lead and software engineering manager overseeing teams focused on engine incubation and skill development. In parallel, I contribute to learning and curriculum as adjunct faculty and programming faculty, shaping classes around C#/Unity and foundational low-level programming, while continuing to refine my engineering approach through code reviews, CI/CD improvements, and pragmatic problem solving.
- 7 years' experience
- Joined October 2026
Industry experience
- Gaming
- Education
- Software & Internet
- Media & Entertainment
- Healthcare
- Life Sciences
Work experience· 4 roles
Developed curriculum for scripting fundamentals using C# and Unity for game design students, expanded in-game design content with modern design principles and rapid prototyping, and served as faculty mentor on capstone projects by mediating conflicts and evaluating technical risks.
Developed curriculum covering assembly, C, low-level programming, computer architecture, and algorithms. Delivered industry-level code review feedback and technical interview/simulation exam experiences. Collaborated with faculty to connect software engineering with other game development disciplines.
Worked on Unreal Engine/Unity/proprietary C++ game development across PC and consoles. Delivered gameplay/tooling and cross-team collaboration with art, design, and production while supporting CI/CD and performance work.
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